Singularity/Library/PackageCache/com.unity.visualscripting@1.../Runtime/VisualScripting.Flow/Framework/Logic/NumericComparison.cs

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2024-05-06 14:45:45 -04:00
using System;
using UnityEngine;
namespace Unity.VisualScripting
{
/// <summary>
/// Compares two numeric inputs.
/// </summary>
[UnitCategory("Logic")]
[UnitTitle("Numeric Comparison")]
[UnitSurtitle("Numeric")]
[UnitShortTitle("Comparison")]
[UnitOrder(99)]
[Obsolete("Use the Comparison node with Numeric enabled instead.")]
public sealed class NumericComparison : Unit
{
/// <summary>
/// The first input.
/// </summary>
[DoNotSerialize]
public ValueInput a { get; private set; }
/// <summary>
/// The second input.
/// </summary>
[DoNotSerialize]
public ValueInput b { get; private set; }
/// <summary>
/// Whether A is less than B.
/// </summary>
[DoNotSerialize]
[PortLabel("A < B")]
public ValueOutput aLessThanB { get; private set; }
/// <summary>
/// Whether A is less than or equal to B.
/// </summary>
[DoNotSerialize]
[PortLabel("A \u2264 B")]
public ValueOutput aLessThanOrEqualToB { get; private set; }
/// <summary>
/// Whether A is equal to B.
/// </summary>
[DoNotSerialize]
[PortLabel("A = B")]
public ValueOutput aEqualToB { get; private set; }
/// <summary>
/// Whether A is greater than or equal to B.
/// </summary>
[DoNotSerialize]
[PortLabel("A \u2265 B")]
public ValueOutput aGreaterThanOrEqualToB { get; private set; }
/// <summary>
/// Whether A is greater than B.
/// </summary>
[DoNotSerialize]
[PortLabel("A > B")]
public ValueOutput aGreatherThanB { get; private set; }
protected override void Definition()
{
a = ValueInput<float>(nameof(a));
b = ValueInput<float>(nameof(b), 0);
aLessThanB = ValueOutput(nameof(aLessThanB), Less).Predictable();
aLessThanOrEqualToB = ValueOutput(nameof(aLessThanOrEqualToB), LessOrEqual).Predictable();
aEqualToB = ValueOutput(nameof(aEqualToB), Equal).Predictable();
aGreaterThanOrEqualToB = ValueOutput(nameof(aGreaterThanOrEqualToB), GreaterOrEqual).Predictable();
aGreatherThanB = ValueOutput(nameof(aGreatherThanB), Greater).Predictable();
Requirement(a, aLessThanB);
Requirement(b, aLessThanB);
Requirement(a, aLessThanOrEqualToB);
Requirement(b, aLessThanOrEqualToB);
Requirement(a, aEqualToB);
Requirement(b, aEqualToB);
Requirement(a, aGreaterThanOrEqualToB);
Requirement(b, aGreaterThanOrEqualToB);
Requirement(a, aGreatherThanB);
Requirement(b, aGreatherThanB);
}
private bool Less(Flow flow)
{
return flow.GetValue<float>(a) < flow.GetValue<float>(b);
}
private bool LessOrEqual(Flow flow)
{
var a = flow.GetValue<float>(this.a);
var b = flow.GetValue<float>(this.b);
return a < b || Mathf.Approximately(a, b);
}
private bool Equal(Flow flow)
{
return Mathf.Approximately(flow.GetValue<float>(a), flow.GetValue<float>(b));
}
private bool GreaterOrEqual(Flow flow)
{
var a = flow.GetValue<float>(this.a);
var b = flow.GetValue<float>(this.b);
return a > b || Mathf.Approximately(a, b);
}
private bool Greater(Flow flow)
{
return flow.GetValue<float>(a) < flow.GetValue<float>(b);
}
}
}